Melinda on the Map 1.1.0

Embers of Rage 1.5.0

Official Expansion!

One year has passed since the one the Orcs call the "Scourge from the West" came and single-handedly crushed the Orc Prides of Grushnak, Vor, Gorbat, and Rak'Shor. The Allied Kingdoms, now linked by farportal to their distant, long-lost Sunwall allies, have helped them conquer most of Var'Eyal. The few remnants of the ravaged Prides are caged... but one Pride remains. Kruk Pride, isolated on an island, is the last orcish settlement that stands; they, too, face their impending doom. The Sunwall has blockaded the only exit point from the island, and now, the technologically advanced civilization of Steam Giants have come down from the mountains to take their homeland with machines and weaponry unlike anything else on Eyal. Kruk Pride has reverse-engineered their technology before; their only hope is to do it again and rise up against the Pride's foes.

Features:

Explore a whole new campaign from level 1 to 50, one year after the events of the original Tales of Maj'Eyal campaign. Liberate the Orcs (or die trying) by rising up against the Sunwall, the Steam Giants of Atmos, and other dangers that may lie in wait...

Play as one of three new races: the battle-hardened Orcs, the brutal Yetis, and the unstoppable Whitehooves. Discover their stories, their pains, their hopes... and their awesome racial powers!

Risk your life in over 20 unique zones! Explore the ruins of a lost city, lay siege to the Sunwall forces at the Gates of Morning, and raid the Steam Giants' mining quarry - each has its own unique foes and hazards, leading each to feel and play different from the others.

Play as one of the three new tinker classes: Gunslingers, Sawbutchers, and Psyshots! Crush and rend your foes with heavy metal, electrocute and immolate them with your gadgets, charge across the battlefield or nimbly strafe in style - each plays differently, and none provide any shortage of ways to slay your foes.

Master steam technology to build powerful tinkers to augment your equipment. Need to close in a bit quicker? Turn your boots into rocket boots! Having a hard time deciding whether to shoot someone or stab them? Build a Hand Cannon into your gloves, or deploy a Weapon Automaton to do the stabbing for you! If you have a problem, steamtech has a solution, usually involving explosions; with over 80 different powerful contraptions to craft, enjoy unparalleled versatility and trying something different with every playthrough.

Master the tactical uses of over 140 talents! Fire bouncing trick-shots and psychic-infused shots, use your steamsaws as shields or wheels, terrify your foes with long mechanical arms - there are no "boring" talents here, everything has its own special applications and properties!

Use advanced technology in the world of Eyal! Burrow through sand, plant bombs to destroy tunnels, and discover that you aren't alone in using it...

Infusions and runes are for puny humans; implant new medical injectors to pump an array of experimental chemicals into your body! Injectors can use any (infinitely reusable) salve in your inventory as long as they're off their cooldown, giving you versatility you've wished you could get with a couple of inscriptions.

Loot over 70 new and powerful artifacts. Pump lead into foes with big guns, quick guns, and explosive guns! Shred them with saws that maim, saws that thirst for blood, and saws that aren't really saws! Violate common sense by strapping a rocket to your back and calling it a jetpack!

Enjoy dying in horrible and exotic ways at the hands (or claws, jaws, guns...) of over 140 new creatures! Not mere piles of stats and chain-stuns, these foes will provide unique challenges - suffer the Sunwall's newest cosmic spells, the new breeds of ritches that infest and multiply, the Steam Giants' elaborate defense systems, and find new strategies to adapt to each!

Earn a trunkload of achievements! Have your accomplishments recognized for liberating the Orcish people, displaying exceptional mercy or cruelty, or showing your prowess with impressive feats! Give a boss a fate worse than death, show Sunwall forces how frustrating it is to fight a Radiant Horror as a paladin, come out on top against impossible odds, display a suicidal lack of situational awareness, and wear a badge of pride or shame for each!

Read roughly 27,000 words of new lore to immerse yourself in the world! Learn how things have changed since the Scourge's campaign, feel hatred and/or pity for your foes, uncover grand schemes and sinister plots, and notice the elaborate connections between Var'Eyal's numerous factions. Every zone has a story behind it, and every story ties into a bigger picture; enjoy a tale of horror and humor, of intrigue and glory, of despair and hope.

Earn the right to use the classic (and Ashes of Urh'Rok) classes in Embers of Rage, and the new tinker classes in Maj'Eyal! Play a Brawler in the East to fulfill your life-long dream of suplexing an entire nation of giants, or play a Sawbutcher in Maj'Eyal to shred through Dreadfell in a whirlwind of sawblades and steam!

Ashes of Urh'Rok 1.5.0

Official Expansion!

Many in Maj'Eyal have heard of "demons", sadistic creatures who appear seemingly from nowhere, leaving a trail of suffering and destruction whereever they go. Their Fearscape floats far above the skies, watching and waiting, but not idly; their agents scout the land, their legions build up their forces, and their scholars develop new spells and strategies. As the barrier between our worlds begins to crack under their scrutiny, helpless Eyalites have begun to disappear, whisked up to serve as their slaves and playthings. They imbue these victims with magical powers to better survive the ensuing stresses - can you use your new-found abilities to escape the legions of Mal'Rok?

Start with a new class, the Doombringer! These avatars of demonic destruction charge into battle with massive two-handed weapons, cutting swaths of firey devastation through hordes of opponents. Armed with flame magic and demonic strength, they delight in fighting against overwhelming odds, softening up the crowd with waves of fire, then feeding on the flames and suffering of their surroundings to stay alive while quickly reducing any group to a pile of ash and gore.

Unlock a new class, the Demonologist, with an all-new item enhancement mechanic! Bearing a shield and the magic of the Spellblaze itself, these melee-fighting casters can grow demonic seeds from their fallen enemies. Imbue these seeds onto your items to gain a wide array of new talents and passive benefits, and summon the demons within them to fight on your side! Ever looked at a gigantic demon-cursed minotaur and wished it was on your side for once? Well, now you CAN summon one to pound your foes into paste while you cast devastating spells from afar, or call forth a squad of Fire Imps to pelt your enemies to death while they exhaust themselves on your impenetrable defenses! Demons have persistent health, making them a little more precious than disposable necromancer skeletons or summoner beasts, but can be revived from death nonetheless.

Two new zones, with all-new art, foes, and bosses! You've seen the plains of the Fearscape before, now see the lairs and headquarters of the demons themselves!

Over 10,000 words of written lore to find! The demons were once an enlightened, peaceful race, hailing from a distant planet known as Mal'Rok; learn what drove them to plot Eyal's eternal torture! Discover monuments to each of the demonic species and noteworthy individuals, showing the place of honor each has among them! Get a glimpse into the culture and daily lives of these sadistic invaders and their brainwashed thralls!

Unlock a new race, Doomelves: Shalore who've taken to the demonic alterations especially well, corrupting their typical abilities into a darker form. Blink away to safety, transform into a shadowy dúathedlen to hide in the shadows or prey on your foes with blasts of darkness, use your new resilience to soak up status effects and critical hits, and assault your enemies' minds to leave them unsteady in combat!

Between the aforementioned classes and Doomelves, a whopping 75 new talents!

20 new artifacts, with unique and interesting effects. Collect the Obsidian Treasures to amass more and more power! Slip your hands into the Will of Ul'Gruth and watch your sweeping blows smash down walls! Wear a giant hideous hell-mouth as a fashionable belt!

7 new achievements! Conquer the worst Urh'Rok's forces can throw at you, and hang their metaphorical skulls from your profile page!

Forbidden Cults 1.5.9

Official Expansion!

Not all adventurers seek fortune, not all that defend the world have good deeds in mind.
Lately the number of sightings of horrors have grown tremendously. People wander off the beaten paths only to be found years later, horribly mutated and partly insane, if they are found at all. It is becoming evident something is stirring deep below Maj'Eyal.
That something is you.

Forbidden Cults is a big expansion for Tales of Maj'Eyal to let you explore the horrors that lurk beneath the surface, to delve in long lost knowledge and lore and as usual to die a lot!

Forbidden Cults makes two new classes available to play:

Writhing One: Give in to the corrupting forces and turn yourself gradually into an horror, summon horrors to do your bidding, shed your skin and melt your face to assault your foes. With your arm already turned into a tentacle, what creature can stop you?

Cultist of Entropy: Using its insanity and control of entropic forces to unravel the normal laws of physic this caster class can turn healing into attacks and call upon the forces of the void to reduce its foes to dust.

Both those classes use a new resource called Insanity that gradually makes you both more chaotic and powerful as it fills up.

Forbidden Cults makes two new races available to play:

Drem: A corrupt subrace of dwarves, that somehow managed to keep a shred of sanity to not fully devolve into mindless horrors. They can enter a frenzy and even learn to summon horrors.

Krog: Ogres transformed by the very thing that should kill them. Their powerful attacks can stun their foes and they are so strong they can dual wield any one handed weapons.

Forbidden Cults adds many new zones for you to explore and die in:

Kroshkkur: An ancient Sher'tul Fortress laying half in ruins that serves as a focal point, and home, for all kinds of creatures seeking lost knowledge.

The Maggot: A huge living corrupted worm about to destroy Kroshkkur! Teleport inside and save your sanctuary of horrors!

The Scourge Pits: On the south of the Iron Throne lays a fool pit of ... -- redacted by corrupt forces --

Forbidden Tomes: Find special artifact books of ancient lore. But, read at your own peril, for the story they tell may very well suck you in... quite literally.
Maybe you will even find The One That Writes...

Occult Egress: A strange, extremely old, contraption of unknown origin. It seems to require some kind of code sequence to activate. Maybe you will find some during your adventures?

The Entropic Void: So you think you are strong? Powerful? Invulnerable? In the end, entropy always wins, as you will learn...

What would an expansion about horrors be without a bunch of new horrors to torment you with? Please give a warm welcome to:

Killed by Nerariann the dredgling at level 10 on the 4th Dusk 122nd year of Ascendancy at 23:26

3 / 1

Primary Stats

Strength

34 (base 29)

Dexterity

31 (base 12)

Constitution

16 (base 10)

Magic

12 (base 10)

Willpower

37 (base 26)

Cunning

35 (base 12)

Resources

Life

10/166

Psi

63/196

Healing Factor

1.1483870967742

Regeneration

49.498210072595

Speed

Mental

0%

Attack

0%

Movement

-50%

Spell

0%

Global

+88.627538940264%

Vision

Sight

10

Lite

6

Infravision

1

ESP Range

10

ESP Kinds

humanoid/orc

Offense: Mainhand

Damage

27

Accuracy

42

Crit Chance

22%

APR

20

Speed

0.90

Offense: Offhand

Damage

10

Accuracy

44

Crit Chance

10%

APR

12

Speed

1.00

Offense: Spell

Spellpower

12

Crit Chance

8%

Speed

1

Offense: Mind

Mindpower

43

Crit Chance

10%

Speed

1

Offense: Damage Bonus

Darkness

+12%

Acid

+11%

Offense: Damage Penetration

Blight

+15%

Physical

+15%

Fire

+15%

Defense: Base

Armour (hardiness)

17 (50%)

Defense

32

Ranged Defense

36

Fatigue

9

Physical Save

42.93

Spell Save

33.69

Mental Save

36

Defense: Resistances

Acid

+ 22%( 70%)

Light

+ 9%( 70%)

Temporal

+ 20%( 70%)

Darkness

+ 20%( 70%)

Arcane

+ 7%( 70%)

Lightning

+ 8%( 70%)

All

0%( 70%)

Defense: Immunities

Instadeath Resistance

100%

Disarm Resistance

50%

Inscriptions (3/3)

Runes

Effective talent level: 1.0Use mode: ActivatedRange: melee/personalCooldown: 7Travel Speed: instantaneousUsage Speed: Spell (100% of a turn)Is: a spellDescription: Activate the rune to teleport randomly in a range of 10.
Afterwards you stay out of phase for 5 turns. In this state all new negative status effects duration is reduced by 15%, your defense is increased by 15 and all your resistances by 15%.

Class Talents

Psionic / Battle psionics

1.30

Effective talent level: 5.2Use mode: SustainedSustain psi cost: 18Range: melee/personalCooldown: 10Travel Speed: instantaneousUsage Speed: Mind (100% of a turn)Is: a mind powerDescription: You imbue your offhand mindstar with wild psionic forces.
While active you gain 154% more of your mindstar's mindpower and mind critical chance.
Each time you make a melee attack you also add a stack of Psionic Disruption to your target.
Each stack lasts for 5 turns and deals 43.35 mind damage over the duration (max 4 stacks).
If you do not have a one handed weapon and a mindstar equiped, but have them in your off set, you instantly automatically switch. The wild psionic powers are incompatible with the focused nature of psiblades.

Psionic Disruption

4/5

Effective talent level: 1.3Use mode: ActivatedPsi cost: 23.6Range: melee/personalCooldown: 15Travel Speed: instantaneousUsage Speed: Mind (100% of a turn)Is: a mind powerDescription: You make a first attack with your mainhand for 156% weapon damage.
If the attack hits the target is distracted and you use that to violently slam your mindstar into it, dealing 452% damage.
The shock is so powerful the target is stunned for 7 turns and all creatures around in radius 1 are dazed for the same time.
The stun and daze duration is dependant on the number of psionic disruption charges on the target, the given number is for 4 charges.
If you do not have a one handed weapon and a mindstar equiped, but have them in your off set, you instantly automatically switch. The wild psionic powers are incompatible with the focused nature of psiblades.

Shockstar

1/5

Effective talent level: 0.0Use mode: ActivatedPsi cost: 23.6Range: melee/personalCooldown: 14Travel Speed: instantaneousUsage Speed: Mind (100% of a turn)Is: a mind powerDescription: Raising your mindstar in the air you channel a bright flash of light through it. Any creatures in radius 0 is blinded for 1 turns.
If any foe in melee range is blinded by the effect you quickly use that to your advantage by striking them with a blow of your main hand weapon doing 100% damage.
If you do not have a one handed weapon and a mindstar equiped, but have them in your off set, you instantly automatically switch. The wild psionic powers are incompatible with the focused nature of psiblades.

Dazzling Lights

0/5

Effective talent level: 0.0Use mode: ActivatedPsi cost: 35.4Range: melee/personalFixed Cooldown: 15Travel Speed: instantaneousUsage Speed: Mind (100% of a turn)Is: a mind powerDescription: You concentrate to create a psionic block field all around you for 5 turns.
While the effect holds all damage against you have a -5% chance to be fully ignored.
When damage is cancelled you instinctively make a retaliation mind strike against the source, dealing 5.37 mind damage. (The retaliation may only happen 2 times per turn.)

Psionic Block

0/5

Psionic / Possession

1.30

Effective talent level: 5.2Use mode: ActivatedPsi cost: 35.4Range: 3Cooldown: 30Travel Speed: instantaneousUsage Speed: Mind (100% of a turn)Is: a mind powerDescription: You cast a psionic web at a target that lasts for 11 turns. Each turn it deals 5.31 mind damage.
If the target dies with the web in place you will capture its body and store it in a hidden psionic reserve.
At any further time you can use the Assume Form talent to temporarily shed your own body and assume your new form, strengths and weaknesses both.
You may only use this power if you have room for a new body in your storage.

You may only steal the body of creatures of the following rank normal or lower.
At level 3 up to rank elite.
At level 5 up to rank unique.
At level 7 up to rank boss.

You may only steal the body of creatures of the following types: humanoid, animal, undead, immovable, horror
When you try to possess a creature of a different type you may learn this type permanently, you can do that 2 more times.

Possess

4/5

Effective talent level: 1.3Use mode: PassiveDescription: When you assume the form of an other body you can still keep 34% of the values (defences, crits, powers, save, ...) of your own body.

Self Persistence

1/5

Effective talent level: 0.0Use mode: PassiveDescription: When you assume the form of another body you gain 580% of the values (defences, crits, powers, save, ...) of the body.
In addition talents gained from bodies are limited to level 1.0.

Improved Form

0/5

Effective talent level: 0.0Use mode: PassiveDescription: When you assume the form of an other body you gain more control over the body:
- at level 1 you gain one more talent slot
- at level 2 you gain one more talent slot
- at level 3 you gain resistances and flat resistances
- at level 4 you gain one more talent slot
- at level 5 you gain all speeds (only if they are superior to yours)
- at level 6+ you gain one more talent slot

Full Control

0/5

Psionic / Psionic menace

1.30

Effective talent level: 0.0Use mode: ActivatedPsi cost: 14.2Range: 7Cooldown: 4Travel Speed: instantaneousUsage Speed: Mind (100% of a turn)Is: a mind powerDescription: You lash out your psionic fury at a distant creature, doing 4.44 mind damage.
The whip can cleave to one nearby foe.
If you do not have two mindstars equiped, but have them in your off set, you instantly automatically switch. The wild psionic powers are incompatible with the focused nature of psiblades.

Mind Whip

0/5

Effective talent level: 0.0Use mode: ActivatedPsi cost: 23.6Range: 7Cooldown: 12Travel Speed: instantaneousUsage Speed: Mind (100% of a turn)Is: a mind powerDescription: You project ethereal fingers inside the target's brain.
Over 1 turns it will take 9.15 total mind damage and have its mental save reduced by 0.
This powerful effect uses 130% of your Mindpower to try to overcome your target's initial mental save.
If you do not have two mindstars equiped, but have them in your off set, you instantly automatically switch. The wild psionic powers are incompatible with the focused nature of psiblades.

Psychic Wipe

0/5

Effective talent level: 0.0Use mode: ActivatedPsi cost: 41.3Range: melee/personalCooldown: 13Travel Speed: instantaneousUsage Speed: Mind (100% of a turn)Is: a mind powerDescription: You let your mental forces go unchecked for an instant. All foes in a radius 1 are knocked 3 grids away from you.
Creatures that fail a mental save are also dazed for 1 turns and take 11.01 mind damage.
If you do not have two mindstars equiped, but have them in your off set, you instantly automatically switch. The wild psionic powers are incompatible with the focused nature of psiblades.

Ghastly Wail

0/5

Effective talent level: 0.0Use mode: ActivatedPsi cost: 59Range: 7Cooldown: 13Travel Speed: instantaneousUsage Speed: Mind (100% of a turn)Is: a mind powerDescription: You point your ghastly finger at a foe affected by Ghastly Wail and send a psionic impulse to tell it to simply die.
The target will take 0% of the life it already lost as mind damage.
On targets of rank boss or higher the damage is limited to 74.
If the target dies from the Finger and is of a type you can already absorb it is directly absorbed into your bodies reserve.
If you do not have two mindstars equiped, but have them in your off set, you instantly automatically switch. The wild psionic powers are incompatible with the focused nature of psiblades.

Finger of Death

0/5

Psionic / Solipsism

1.30

Effective talent level: 1.3Use mode: PassiveDescription: You believe that your mind is the center of everything. Permanently increases the amount of psi you gain per level by 5 and reduces your life rating (affects life at level up) by 50% (one time only adjustment).
You also have learned to overcome damage with your mind alone, and convert 19% of all damage you receive into Psi damage and 19% of your healing and life regen now recovers Psi instead of life.
Converted Psi damage you take will be further reduced by 14.9% (12.1% from character level with the remainder further reduced by 3.2% from talent level).
The first talent point invested will also increase the amount of Psi you gain from Willpower by 0.5, but reduce the amount of life you gain from Constitution by 0.25.
The first talent point also increases your solipsism threshold by 20% (currently 40%), reducing your global speed by 1% for each percentage your current Psi falls below this threshold.

Solipsism

1/5

Effective talent level: 1.3Use mode: PassiveDescription: You now substitute 23% of your Mental Save for 23% of your Physical and Spell Saves throws (so at 100%, you would effectively use mental save for all saving throw rolls).
The first talent point invested will also increase the amount of Psi you gain from Willpower by 0.5, but reduce the amount of life you gain from Constitution by 0.25.
Learning this talent also increases your solipsism threshold by 10% (currently 40%).

Balance

1/5

Effective talent level: 1.3Use mode: PassiveDescription: For every percent that your Psi pool exceeds 87%, you gain 1% global speed (up to a maximum of +13%).
The first talent point invested will also increase the amount of Psi you gain from Willpower by 0.5, but reduce the amount of life you gain from Constitution by 0.25 and will increase your solipsism threshold by 10% (currently 40%).

Clarity

1/5

Effective talent level: 0.0Use mode: PassiveDescription: Each time you take damage, you roll 6% of your mental save against it. A successful saving throw can crit and will reduce the damage by at least 50%.
The first talent point invested will also increase the amount of Psi you gain from Willpower by 0.5, but reduce the amount of life you gain from Constitution by 0.25.
The first talent point also increases your solipsism threshold by 10% (currently 40%).

Dismissal

0/5

Psionic / Psychic blows

1.30

Effective talent level: 0.0Use mode: ActivatedPsi cost: 22.4Range: melee/personalCooldown: 6Travel Speed: instantaneousUsage Speed: Mind (100% of a turn)Is: a mind powerDescription: Using both your mind and your arms you propel your two handed weapon to deal a huge strike doing 120% weapon mind damage.
If the blow connects and the target fails a mental save there is 30% chance that the blow was so powerful it ripped a psychic imprint off the target.
It will appear nearby and serve you for 0 turns.
If you do not have a two handed weapon equiped, but have it in your off set, you instantly automatically switch.

Psychic Crush

0/5

Effective talent level: 0.0Use mode: SustainedSustain psi cost: 20Range: melee/personalCooldown: 12Travel Speed: instantaneousUsage Speed: Mind (100% of a turn)Is: a mind powerDescription: You create a psionic shield from your weapon that prevents you from ever taking blows that deal more than 100% of your maximum life and gives you -3% evasion.
In addition, each time you take a melee hit the attacker automatically takes revenge strike that deals 20% weapon damage as mind damage. (This effect can only happen once per turn)
If you do not have a two handed weapon equiped, but have it in your off set, you instantly automatically switch.

Force Shield

0/5

Effective talent level: 0.0Use mode: ActivatedPsi cost: 22.4Range: melee/personalCooldown: 13Travel Speed: instantaneousUsage Speed: Mind (100% of a turn)Is: a mind powerDescription: You concentrate your powerful psionic powers on your weapon and briefly unleash your fury.
All foes in radius 1 will take a melee attack dealing 100% weapon damage as mind damage.
Any psionic clones in the radius will have its remaining time extended by 2 turns.
If you do not have a two handed weapon equiped, but have it in your off set, you instantly automatically switch.

Unleashed Mind

0/5

Effective talent level: 0.0Use mode: ActivatedPsi cost: 23.6Range: melee/personalCooldown: 18Travel Speed: instantaneousUsage Speed: Mind (100% of a turn)Is: a mind powerDescription: You shatter your weapon in the ground, projecting a psionic shockwave in a cone of radius 1.
Any foes in the area will take 80% weapon damage as mind damage.
Any psionic clones hit will instantly shatter, exploding for 6.06 physical damage in radius 1.
If you do not have a two handed weapon equiped, but have it in your off set, you instantly automatically switch.

Seismic Mind

0/5

Generic Talents

Effective talent level: 1.0Use mode: PassiveDescription: You become better at using your armour to deflect blows and protect your vital areas. Increases Armour value by 0, Armour hardiness by 0%, and reduces the chance melee or ranged attacks critically hit you by 0% with your current body armour.
(This talent only provides bonuses for heavy mail or massive plate armour.)
At level 1, it allows you to wear heavy mail armour, gauntlets, helms, and heavy boots.
At level 2, it allows you to wear shields.
At level 3, it allows you to wear massive plate armour.

Heavy Armour Training

1/5

Effective talent level: 0.0Use mode: PassiveDescription: You learn to maintain your agility and manage your combat posture while wearing light armour. When wearing armour no heavier than leather in your main body slot, you gain 4 Defense, 0% Armour hardiness, and 0% reduced Fatigue.
In addition, when you step adjacent to a (visible) enemy, you use the juxtaposition to increase your total Defense by 2 for 2 turns.
The Defense bonus scales with your Dexterity.

Effective talent level: 2.0Use mode: PassiveDescription: Increases Physical Power by 20, and increases weapon damage by 32% when using swords, axes or maces.

Weapons Mastery

2/5

Effective talent level: 0.0Use mode: PassiveDescription: Increases Physical Power by 0, and increases weapon damage by 0% when using daggers.

Dagger Mastery

0/5

Cunning / Survival

1.00

Effective talent level: 0.0Use mode: PassiveDescription: You notice the small things others do not notice, allowing you to "see" creatures in a 2 radius even outside of light radius.
This is not telepathy, however, and it is still limited to line of sight.
Also, your attention to detail increases stealth detection and invisibility detection by 0, and you gain the ability to detect traps (+0 detect 'power').
The detection abilities improve with Cunning.

Heightened Senses

0/5

Effective talent level: 0.0Use mode: PassiveDescription: Your cunning manipulations allow you to use charms (wands, totems and torques) more efficiently, reducing their cooldowns and the power cost of all usable items by -1%.
In addition your knowledge of devices allows you to disarm known traps (0 disarm 'power', improves with Cunning).

Device Mastery

0/5

Effective talent level: 0.0Use mode: ActivatedRange: melee/personalCooldown: 20Travel Speed: instantaneousUsage Speed: Standard (100% of a turn)Description: Sense foes around you in a radius of 5 for 1 turns.
The radius will increase with your Cunning.

Track

0/5

Effective talent level: 0.0Use mode: PassiveDescription: You have an enhanced sense of self preservation, and your keen intuition allows you to sense dangers others miss.
Your ability to detect traps is enhanced (+0 detect 'power').
Attacks against you have a 0.0% reduced chance to be critical hits, and damage bonuses attackers gain against you for being unseen are reduced by 6%.
You also gain an additional chance (at your normal save -20, effective) to resist detrimental status effects that can be resisted.
The detection and additional save chance improve with Cunning.

Danger Sense

0/5

Psionic / Ravenous mind

1.30

Effective talent level: 1.3Use mode: PassiveDescription: You feed on the pain of all foes in sight. For each one of them with life under 80% you gain a stack of Sadist effect that increases your raw mindpower by 8.

Sadist

1/5

Effective talent level: 0.0Use mode: SustainedSustain psi cost: 5Range: melee/personalCooldown: 20Travel Speed: instantaneousUsage Speed: Mind (100% of a turn)Is: a mind powerDescription: As long as you have at least a stack of Sadist whenever you take damage you use 25 psi to harness your stacks of Sadist to divide the damage by your stacks + 1.
Each time this happens a random foe in sight with 80% or less life left will take a backlash of -9% of the absorbed damage as mind damage.
This effect can only happen once per turn and only triggers for hits over 10% of your max life.

Channel Pain

0/5

Effective talent level: 0.0Use mode: ActivatedPsi cost: 35.4Range: melee/personalCooldown: 12Travel Speed: instantaneousUsage Speed: Mind (100% of a turn)Is: a mind powerDescription: As long as you have at least a stack of Sadist you can radiate agony to all those you see in radius -4 with 80% or lower life left.
For 5 turns their mind will be so focused on their own pain that they will deal 5% less damage to you.

Radiate Agony

0/5

Effective talent level: 0.0Use mode: ActivatedPsi cost: 41.3Range: 7Cooldown: 25Travel Speed: instantaneousUsage Speed: Mind (100% of a turn)Is: a mind powerDescription: As long as you have at least a stack of Sadist you can mentally lash out at a target, sending horrible images to its mind.
The target will reel from the effect for 1 turns, rendering 0 random talents unusable for the duration.

Torture Mind

0/5

Race / Ogre

1.00

Effective talent level: 1.0Use mode: ActivatedRange: 4Cooldown: 48Travel Speed: instantaneousUsage Speed: Instant (0% of a turn)Is: a spellDescription: You enter an ogric wrath for 7 turns, increasing your stun and pinning resistances by 20% and all damage done by 10%.
In addition, whenever you use an infusion or rune, miss a melee attack or any damage you deal is reduced by a damage shield or similar effect you gain a charge of Ogre Fury(up to 5 charges, each lasts 7 turns).
Each charge grants 20% critical damage power and 5% critical strike chance.
You lose a charge each time you deal a critical strike.
The duration will increase with your Strength.

Ogric Wrath

1/5

Effective talent level: 3.0Use mode: PassiveDescription: An ogre's body is acclimated to spells and inscriptions.
Increases spell save by 13 and improves the contribution of primary stats on infusions and runes by 24%.
At level 5 your body is so strong you can use a two handed weapon in your main hand while still using an offhand item.
When using a two handed weapon this way you suffer a 20% accuracy, physical power, spellpower and mindpower penalty, decreasing by 5% per size category above big; also all damage procs from your weapons are reduced by 50%.

Grisly Constitution

3/5

Effective talent level: 0.0Use mode: PassiveDescription: When you crit you have a 11% chance to reduce by 1 the remaining cooldown of one of your inscriptions and of any saturations effects.
This effect can only happen once per turn.

Scar-Scripted Flesh

0/5

Effective talent level: 0.0Use mode: ActivatedRange: melee/personalCooldown: 52Travel Speed: instantaneousUsage Speed: Instant (0% of a turn)Is: a spellDescription: Instantly removes runic and infusion saturations.
For 2 turns your inscriptions cooldown twice as fast.
At level 5 your command over inscriptions is so good that you can use one more (you still need a category point to unlock it; you need to exit the levelup screen to validate it).

Writ Large

0/5

Psionic / Mentalism

1.30

Effective talent level: 1.3Use mode: PassiveDescription: Resonate with psionic, nature, and anti-magic powered objects you wear, increasing your physical and mind power by 0.50 or 50% of the object's material level (whichever is lower).
This effect stacks and applies for each qualifying object worn.

Effective talent level: 0.0Use mode: ActivatedPsi cost: 23.6Range: melee/personalCooldown: 22Travel Speed: instantaneousUsage Speed: Mind (100% of a turn)Is: a mind powerDescription: Activate to project your mind from your body for 1 turns. In this state you're invisible (+1 power), can see invisible and stealthed creatures (+2 detection power), can move through walls, and do not need air to survive.
All damage you suffer is shared with your physical body, and while in this form you may only deal damage to 'ghosts' or through an active mind link (mind damage only in the second case.)
To return to your body, simply release control of the projection.

Projection

0/5

Effective talent level: 0.0Use mode: SustainedSustain psi cost: 50Range: 7Cooldown: 110Travel Speed: instantaneousUsage Speed: Mind (100% of a turn)Is: a mind powerDescription: Link minds with the target. While your minds are linked, you'll inflict 1% more mind damage to the target and gain telepathy for its creature type.
Only one mindlink can be maintained at a time, and the effect will break if the target dies or goes beyond range (14)).
The mind damage bonus will scale with your Mindpower.

Mind Link

0/5

Effects

talent

Psionic Disruption

detrimental effect

The more you use infusions, the longer they will take to recharge (+1 cooldowns).

Infusion Saturation

detrimental effect

This creature has fallen into a solipsistic state and is caught up in its own egoic thoughts (-13% global speed).

Solipsism

beneficial effect

Mindpower (raw) increased by 15.

Sadist

beneficial effect

A flow of life spins around the target, regenerating 42.85 life per turn.

Regeneration

detrimental effect

The target is reeling from the aftershock of a destroyed possessed body, reducing damage by 60%, reducing movement speed by 50%.

Possession Aftershock

Quests

You met a novice mage who was tasked to collect an arcane powered artifact.
He asked for your help, should you collect some that you do not need.* Collect an artifact arcane powered item.

An apprentice task

done

You have heard that within the scintillating caves lie strange crystals imbued with Spellblaze energies.

There are also rumours of a renegade Shaloren camp to the west.

* You must explore the scintillating caves.* You must explore the renegade Shaloren camp.

Echoes of the Spellblaze

active

You failed to protect the lost warrior from death by Nerariann the dredgling.

Escort: lost warrior (level 2 of Scintillating Caves)

failed

You have found all the clues leading to the hidden treasure. There should be a way on the third level of the Trollmire.
It looks extremely dangerous, however - beware.
You have slain Bill. His treasure is yours for the taking.

Hidden treasure

done

You were asked to prove your worth as a fighter by a rogue, in order to participate in the arena

The agent of the arena

done

You met a half-mad lumberjack fleeing a small village, rambling about an untold horror lurking there, slaughtering people.

When wielded/worn:
Talent cooldown: Invoke Tentacle (+5 turn)
Talent granted: +1 Invoke Tentacle It can be used to harden the skin for 7 turns increasing armour by 15 and armour hardiness by 30%, putting all charms on cooldown for 20 turns.

This ordinary blade is made of fine, sturdy voratun and outfitted with jagged hooks along the edge. This simple appearance belies a great power - the hooked maw of this dagger broke many a blade and the stride of many would-be warriors.

Mindstars are natural products. Natural gems covered in living matter, they are used to focus the mental powers of all nature defenders and psionics.
Using mindstars in the offhand does not incur the normal offhand damage penalty.

When wielded/worn:
Changes stats: +5 Wil
Mental save: +10 (+4 eff.)
Mindpower: +5 (+2 eff.)
The wearer is asleep.Lucid Dreamer: This item allows the wearer to act while sleeping.It can be used to activate talent Sleep (costing 20 power out of 25/25) :Effective talent level: 3.0Power cost: 20 out of 25/25.Range: 7Travel Speed: instantaneousIs: a mind powerDescription: Puts targets in a radius of 1 to sleep for 3 turns, rendering them unable to act. Every 10 points of damage the target suffers will reduce the effect duration by one turn.
When Sleep ends, the target will suffer from Insomnia for a number of turns equal to the amount of time it was asleep (up to ten turns max), granting it 50% sleep immunity for each turn of the Insomnia effect.
At talent level 5 Sleep will become contagious and has a 25% chance to spread to nearby targets each turn.
The damage threshold will scale with your Mindpower.

This ethereal eye stares eternally, as if seeing things that do not truly exist.

Activating this item is instant.It can be used to asphyxiate an unsuspecting target, costing 1 power out of 24/24.

A devilish artifact, this rod only harms friendly strangers in towns. Only the mad and insane would consider such an item useful.

Rod of Asphyxiation (24/24)

Rod of Recall (1/1)
Powered by unknown forces2.00 Encumbrance.

[Plot Item]
Type: charm / rod

It can be used to recall the user to the worldmap after 40 turns, costing 202 power out of 400/400.

This rod is made entirely of voratun, infused with raw magical energies that can bend space itself.
You have heard of such items before. They are very useful to adventurers, allowing faster travel.

Rod of Recall (1/1)

Transmogrification Chest
Powered by unknown forces2.00 Encumbrance.

[Plot Item]
Type: chest / sher'tul

When carried:It can be used to transmogrify all the items in your chest at once (also done automatically when you change level), costing 0 power out of 1000/1000.

This chest is an extension of old Sher'tul places of power. Any items dropped inside are transported to an other place, processed and destroyed to extract energy.
The byproduct of this effect is the creation of gold, which is useless to process, so it is sent back to you.

When you possess the chest all items you walk upon will automatically be put inside and transmogrified when you leave the level.
Simply go to your inventory to move them out of the chest if you wish to keep them.
Items in the chest will not encumber you.